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Justin Phillips - Pipeline TD / Rigger

PhasRig - Update v003

  • Writer: Justin Phillips
    Justin Phillips
  • Jan 27, 2019
  • 2 min read

Another update on the PhasRig builder.


Something new that I added to my rig builder is that I can now save and load placer data by saving or loading in a json file. The json file is basically holding all the attribute info of each of the placers and placerGrp nodes. This will help speed up recovery time if I need to rebuild something or start with a certain proportion.


PhasRig v003

I've started coming up with a few new things that i've picked up from working with a snappers face rig and wanted to make something more efficient and easier to use. So I have been messing around with a modular face system that will quickly give either the controls for blendshapes or give a starting base rig. So there's two ideas i had for adding a face setup for my rig builder. The first idea was to create controllers for a blendshape driven face rig, which i created a module for. The next idea was to use the modular system i created to make a face rig using joints and possibly some correctives.


So for the blendshape driven face rig, i was referencing the snappers face rig i was able to use and edit in production. The snappers face rig is a simple setup but requires close to 100 blendshapes, which are all based on FACS. This gives a nice clean look as long as the blendshapes are anatomically correct. If you haven't seen the snapper rig, here's a link.



For the modular face rig, i was testing out a few different rigging methods, just joints, joints along a curve, and joints with cMuscle. So far i'm thinking of integrating the joints with curves and correctives. This meaning, i'll have a brow curve with joints along it and a few controllers controlling the curve. This seems to be the most efficient and effective way to write a modular face rig. I've started added this module to the builder and this is what the base will look like. I could possibly give the curves blendshapes as well if i wanted to give the animator not complete freedom over how far they're pulling the controllers and so the geometry doesn't stretch as far. Below is picture of what the face placers and curves will look like when created.




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